the features that are needed to run the game. Compile tested with scons, make, but not cmake, that seems to have an issue not related to these changes. The changes include: * GLSL support in the viewport and game engine, enable in the game menu in textured draw mode. * Synced and merged part of the duplicated blender and gameengine/ gameplayer drawing code. * Further refactoring of game engine drawing code, especially mesh storage changed a lot. * Optimizations in game engine armatures to avoid recomputations. * A python function to get the framerate estimate in game. * An option take object color into account in materials. * An option to restrict shadow casters to a lamp's layers. * Increase from 10 to 18 texture slots for materials, lamps, word. An extra texture slot shows up once the last slot is used. * Memory limit for undo, not enabled by default yet because it needs the .B.blend to be changed. * Multiple undo for image painting. * An offset for dupligroups, so not all objects in a group have to be at the origin.
78 lines
2.3 KiB
C++
78 lines
2.3 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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* os dependent include locations of gl.h
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*/
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#ifndef BIF_GL_H
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#define BIF_GL_H
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/* Although not really a great idea to copy these defines
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* from Windows' winnt.h, this lets us use GL without including
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* windows.h everywhere (or BLI_winstuff.h) which is a good thing.
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*/
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#ifdef WIN32
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#ifndef APIENTRY
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#define APIENTRY __stdcall
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#endif
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#ifndef CALLBACK
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#define CALLBACK __stdcall
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#endif
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#ifndef WINGDIAPI
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#define WINGDIAPI __declspec(dllimport)
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#endif
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#endif
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#include "GL/glew.h"
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/*
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* these should be phased out. cpack should be replaced in
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* code with calls to glColor3ub, lrectwrite probably should
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* change to a function. - zr
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*/
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/*
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*
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* This define converts a numerical value to the equivalent 24-bit
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* color, while not being endian-sensitive. On little-endians, this
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* is the same as doing a 'naive'indexing, on big-endian, it is not!
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* */
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#define cpack(x) glColor3ub( ((x)&0xFF), (((x)>>8)&0xFF), (((x)>>16)&0xFF) )
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#define glMultMatrixf(x) glMultMatrixf( (float *)(x))
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#define glLoadMatrixf(x) glLoadMatrixf( (float *)(x))
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#define lrectwrite(a, b, c, d, rect) {glRasterPos2i(a, b);glDrawPixels((c)-(a)+1, (d)-(b)+1, GL_RGBA, GL_UNSIGNED_BYTE, rect);}
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/* glStippleDefines, defined in glutil.c */
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extern GLubyte stipple_halftone[128];
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extern GLubyte stipple_quarttone[128];
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#endif /* #ifdef BIF_GL_H */
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